System and method for transparently styling non-player characters in a multiplayer video game

ABSTRACT

A system and method are provided for transparently styling non-player characters (“NPCs”) in multiplayer video games such that it is difficult to distinguish between human players and computer-controlled NPCs. NPCs may be styled to resemble human players in terms of both player profile attributes and gameplay actions such that players may not recognize NPCs as non-human, computer-controlled players. Additionally, or alternatively, NPCs and/or human players may be presented with a limited set of profile attributes that may reduce or eliminate the ability to distinguish between human players and NPCs, one or more profile attributes may be “anonymized,” and/or the ability to view player profiles of human players and/or NPCs may be disabled altogether. In certain gameplay sessions including real and/or practice gameplay sessions, human players may be prompted to select from among a predetermined set of playable characters having predefined profile attributes.

FIELD OF THE INVENTION

The invention relates generally to video games, and more particularly toa system and method for transparently styling non-player characters inmultiplayer video games such that it is difficult to distinguish betweenhuman players and computer-controlled non-player characters.

BACKGROUND OF THE INVENTION

Multiplayer video games have exploded in popularity due, in part, toservices such as Microsoft's Xbox LIVE® and Sony's PlayStation Network®which enable gamers all over the world to play with or against oneanother. Generally, a multiplayer video game is a video game in whichtwo or more players play in a gameplay session in a cooperative oradversarial relationship. At least one of the players may comprise ahuman player, while one or more other players may comprise eithernon-player characters and/or other human players.

A non-player character (“NPC”), which may also be referred to as anon-person character, a non-playable character, a bot, or other similardescriptor, is a character in a game that is not controlled by a humanplayer. In multiplayer video games, an NPC is typically a charactercontrolled by a computer through artificial intelligence.

Often times, when a player logs in to a game system or platform to playa multiplayer video game, the player may engage in a gameplay session inwhich he or she is matched with other players to play together (on thesame team or as opponents). A given player may engage in multiplegameplay sessions during a login session. In addition, each gameplaysession may be played with either the same or a different group ofmatched players.

In some instances, NPCs are used to fill gap(s) in a gameplay session.As an example, in a game that requires ten players to play together on ateam, four NPCs may be selected to fill out the team if only six humanplayers have joined. This situation often occurs in matches (games orcontests) with novice or lower-skilled players. Unfortunately, NPCs areoften easily identified as “generic” or non-human, computer-controlledplayers. Various indicators including unusual screen names (or gamertags), incomplete or uncharacteristic player profiles (e.g., havingstatistics or other attributes that are missing or that do not resemblethose of typical players), and idiosyncratic play (during actualgameplay) are each examples of indicators that may alert human playersto the presence of one or more NPCs in a given gameplay session.

The use of NPCs in a gameplay session may result in a poor orunsatisfying player experience. Novice or lower-skilled players, forinstance, may feel frustrated or discouraged if they continually play inmatches filled with NPCs, or believe that they aren't enjoying a truemultiplayer game experience. This may result in a decreased desire tocontinue playing the video game. These and other drawbacks exist withthe current use of NPCs in multiplayer video games.

SUMMARY OF THE INVENTION

The invention addressing these and other drawbacks relates to a systemand method for transparently styling NPCs in multiplayer video gamessuch that it is difficult to distinguish between human players andcomputer-controlled NPCs.

Particularly, in some implementations, NPCs may be styled to resemblehuman players in terms of both player profile attributes and gameplayactions such that players may not recognize NPCs as non-human,computer-controlled players.

Additionally, or alternatively, NPCs and/or human players may bepresented with a limited set of profile attributes that may reduce oreliminate the ability to distinguish between human players and NPCs, oneor more profile attributes may be “anonymized,” and/or the ability toview (or otherwise access) player profiles of human players and/or NPCsmay be disabled altogether. In some implementations, in certain gameplaysessions including, without limitation, a real gameplay session and/or apractice gameplay session (e.g., associated with a “practice” or“training” mode of a game), human players may be prompted to select fromamong a predetermined set of playable characters having predefinedprofile attributes (e.g., in-game items such as weapons, powers, skills,customizations, or other profile attributes). Other configurations maybe implemented.

While aspects of the invention may be described herein with reference tovarious game levels or modes, characters, roles, game items, etc.associated with a First-Person-Shooter (FPS) game, it should beappreciated that any such examples are for illustrative purposes only,and are not intended to be limiting. The system and method described indetail herein may be used in any genre of multiplayer video game,without limitation.

Further, as used herein, the term “match” refers to a matching of two ormore players, rather than a contest. For example, a potential matchrefers to a potential grouping of two or more players.

According to an aspect of the invention, a matchmaking application mayidentify one or more players that are waiting to be matched, such asplayers whose characters are waiting in a virtual game lobby to join agameplay session. The gameplay session may comprise any type of gameplaysession including, without limitation, a real gameplay session and/or apractice gameplay session (e.g., associated with a “practice mode” of agame).

In one implementation, a matching engine may generate one or morematches by grouping two or more of the identified players. The matchingengine may use known or hereafter-developed matchmaking techniques togenerate a match (e.g., interchangeably referred to herein as“matchmaking”) by grouping players in an effort to produce the mostsatisfying player experiences. Game profiles, player profiles, matchvariables, and other factors may be considered when generating matches.

In one implementation, a game profile may be generated for a gameplaysession based on gameplay information. Gameplay information may describevarious game characteristics of a gameplay session that may influencethe quality of gameplay. For example, gameplay information may include,without limitation, a number of players, types of roles (e.g., snipers),types of in-game items used or purchased (e.g., weapons, vehicles,armor, custom suits, custom paint, tires, engine modifications, etc.),composition of teams (e.g., number and/or types of roles in each team),maps or game levels played (e.g., battle zones, racetracks, sportingarenas, etc.), duration of gameplay (e.g., how duration of a givengameplay session), player skill levels, player styles (e.g., aggressive,prefers to be a sniper, etc.), types of matches (e.g., team death match,capture the flag, etc.), and/or other information related to a gameplaysession.

According to an aspect of the invention, a player profile may begenerated for a player based on player information. Player informationmay describe various characteristics of a player, which may be used toassess whether the player will enjoy a given gameplay session, a match,and/or a game. For example, player information may comprise a variety ofplayer attributes including, without limitation, screen name (or gamertag), style of gameplay (e.g., aggressive), a role preference (e.g., anexplicit indication by the player of such preference), a role actuallyplayed, a duration of gameplay sessions, a number of gameplay sessionsplayed by in a given login session, in-game items used or purchased bythe player, membership in a clan or team, preference to play with clanmates or friends, demographic information of the player (e.g.,geographic location, gender, income level, etc.), win/loss records,scores, and/or other information that may be used to determine whether aplayer will enjoy a given gameplay session, a match, and/or a game.

According to an aspect of the invention, a player profile may furtherinclude a numerical value or other metric representative of the player'soverall player skill. A player skill value may, for example, bedetermined according to historical player performance data represented(or conveyed) by one or more player profile attributes. For example,player profile attributes such as number of games played, winningpercentage, highest score, lowest score, and the like may be used todetermine a player skill value, which may be continually updated andstored over time.

Matches may additionally be based on one or more match variablesassociated with each player in a match. The one or more match variablesmay relate to at least one player's characteristic that may influencewhether a player enjoys gameplay while placed in a match. For example,and without limitation, a match variable may include a latency betweenplayers (e.g., a delay time for data communication between players'gaming systems or platforms such that lower latency is preferentiallymatched), a player skill level, a team composition (e.g., a role playedby each player of a potential match), a presence or absence of preferredplayers (e.g., clan members, friends, etc.), a time that a player haswaited to be matched (e.g., a player having a longer wait time may bepreferentially matched), a location of a player (e.g., playersgeographically close to one another may be preferentially matched), oneor more explicit user preferences received from a player, and/or othermatch variables.

According to an aspect of the invention, a gap in a number of playersrequired for a gameplay session may be identified. For example, in agameplay session that requires a predetermined number of players to playon a team, gaps (or available player slots) may be identified if thereare not enough human players identified to satisfy the predeterminednumber of players after passage of a predetermined time period.

According to an aspect of the invention, a determination may be made asto whether NPCs should be used to fill identified gaps (available playerslots). This determination may be based on a myriad of factors.

For example, in one implementation, the matching engine may make adetermination to utilize one or more NPCs if a requisite number of humanplayers has not joined a gameplay session after a predetermined timeperiod so as to not unnecessarily delay gameplay for one or more waitinghuman players. Additionally or alternatively, the determination toutilize one or more NPCs may be based on a skill level of the one ormore waiting human players. In some implementations, human players maybe made aware that NPCs may be used in a given match, even though it isnot readily apparent which players are NPCs and which are human players.

In some implementations, human players may be provided with an option tofill one or more available player slots with NPCs. For example, incertain instances, a human player (e.g., the host of a multiplayermatch) may designate whether available slots should be filled with NPCs,either with or without the other human players' knowledge. In otherimplementations, each human player may be provided the ability toindicate a preference as to whether available player slots should befilled with NPCs. A human player may indicate this preference, forexample, in his or her player profile or through another interface.

In some implementations, the matching engine may elect to utilize NPCsif some threshold number of human players in the match indicate awillingness (or preference) to play with or against NPCs. For example,in some implementations, the matching engine may only utilize NPCs ifall human players in the match indicate a willingness (or preference) toplay with or against NPCs. Alternatively, the matching engine mayutilize NPCs if a majority of players indicate a willingness (orpreference) to play with NPCs, or if a majority of players do not opposeplaying with or against NPCs.

According to an aspect of the invention, if a determination is made toforego the use of NPCs to fill identified gaps (available player slots),then human players that are waiting to be matched may continue to wait(e.g., in a virtual game lobby) to join a gameplay session until therequisite number of human players has been reached.

By contrast, if a determination is made that available slots will befilled with NPCs, an NPC management engine may select or generate NPCsto fill those slots. For instance, in some implementations, the NPCmanagement engine may select and retrieve one or more NPCs from among acollection of pre-generated NPCs stored, for instance, in a database.Alternatively, the NPC management engine may generate one or more NPCsin real-time (“on the fly”) when or more gaps in a gameplay session areidentified.

In other implementations, one or more human players may designate thetypes of NPCs to be utilized (e.g., a designated team captain from eachteam may “draft” one or more NPCs to fill empty slots on theirrespective teams, a designated “host” player may select the NPCs to fillall empty slots, etc.).

In many video games, players are able to view (or otherwise access)player profiles of other players and NPCs. As such, NPCs are ofteneasily identified as “generic” or non-human, computer-controlled playersbased on things like unusual screen names (or gamer tags), and/orincomplete or uncharacteristic player profiles (e.g., having attributes,historical performance data, or other characteristics that are missingand/or do not resemble those of typical human players). As such,regardless of whether NPCs are selected or generated, or made availablefor selection by one or more human players, various implementations maybe utilized to make it difficult to distinguish between human playersand computer-controlled NPCs.

For example, in some implementations, NPCs may be styled to resemblehuman players in terms of both player profile attributes and gameplayactions such that players may not recognize NPCs as non-human,computer-controlled players. For instance, according to an aspect of theinvention, an NPC profile engine may populate a NPC profile (either inreal-time when an NPC is generated, or for later retrieval) withattributes and attribute values typical of other human players in agameplay session. In other words, any player profile attributes that mayexist for a human player may also be provided and displayable for anNPC, regardless of whether one or more of the NPC attributes may bepopulated with non-actionable (or dummy) data. In this regard, a humanplayer that views or otherwise accesses a NPC player profile may be ledto believe that the NPC is actually a human player. Various playerprofile attributes typical of human gamers, yet not necessarily neededfor an NPC, may be created and displayed in an NPC player profile. Inthis regard, an NPC may appear human if its NPC player profile is viewedor accessed by human players.

A variety of known computational and/or statistical methods may be usedto ensure that an NPC is generated (for current gameplay or laterselection) having attributes and attribute values typical of other humanplayers in a gameplay session. In one example, attribute values for anNPC may be generated in real-time based on the attribute values of oneor more human players. In instances where more than one NPC is requiredto fill gaps in a gameplay session, NPCs may be generated or selected tohave different player skill levels (or other player profile attributevalues) that span the spectrum of the player skill levels of the humanplayers. In this manner, multiple NPCs may behave differently duringgameplay, thereby further conveying the appearance of being actual humanplayers rather than computer-controlled characters behaving identically.

According to an aspect of the invention, NPCs may be further selected orgenerated according to a desired mix or balance of player roles or typesfor a given gameplay session. Other factors including, but not limitedto, game profiles (described above) may be considered when selecting orgenerating NPCs for a gameplay session.

Additionally, or as an alternative to styling NPCs to resemble humanplayers, NPCs and/or human players may be similarly styled by, forexample, presenting each with a limited set of profile attributes thatmay reduce or eliminate the ability to distinguish between them. In suchan implementation, a human player may understand that the match maycomprise both NPC and human players, but it remains difficult to discernwhether a particular player is human or NPC.

For example, the presentation of (or ability to view or otherwiseaccess) human and NPC player profiles may be limited to certain profileattributes in an effort to obscure identifying information that may beused to discern a human player from an NPC. In other words, uponaccessing a profile for either a human player or NPC, only one or morepredetermined profile attributes may be made visible. The remainingprofile attributes may be “blacked-out” (or otherwise obscured orredacted), or omitted altogether. In some implementations, a secondplayer profile including only certain profile attributes may begenerated “on the fly” for each human player or NPC in a match, withonly the second player profiles being made accessible to each humanplayer in the match. Other configurations may be implemented.

Additionally, or alternatively, one or more profile attributes may be“anonymized.” For example, in some implementations, human players'personalized screen names may be replaced with a relatively anonymousscreen name, or other similar (generic) descriptor.

Additionally, or alternatively, in some implementations, in certaingameplay sessions including without limitation a real gameplay sessionand/or a practice gameplay session (e.g., associated with a “practice”or “training” mode of a game), human players may be prompted to selectfrom among a predetermined set of playable characters having predefinedprofile attributes.

Further, in some implementations, various in-game features such aschat/communication features may be disabled altogether or limited tocertain preset phrases, instructions, commands, and/or signals. In thisregard, a lack of (or limited) communication between players in agameplay session may prevent a human player from discovering that ateammate or opponent is a NPC based on a non-response, or anidiosyncratic or unusual response.

In some implementations of the invention, the ability to view (orotherwise access) player profiles of human players and/or NPCs may bedisabled altogether.

According to an aspect of the invention, once one more NPCs have beenselected or generated to fill gaps in a gameplay session, a gameplaysession including the human players and NPC(s) may be initiated. Duringgameplay, an Artificial Intelligence (“AI”) engine may control an NPC'sbehavior (including gameplay actions) such that the NPC's gameplay moreclosely mimics the gameplay of the human players. As previously noted,idiosyncratic play by an NPC during actual gameplay may be an indicatorthat the character is an NPC and not a human player. By styling an NPC'sgameplay tendencies to resemble that of a human player, the humanplayers in the gameplay session may not recognize the NPC as anon-human, computer-controlled player.

In one implementation, the AI engine may analyze an NPC player profileto determine an appropriate skill level of play of the NPC. The AIengine may then analyze gameplay state information associated with oneor more similarly-situated human players gathered over time to determineappropriate gameplay behavior for the NPC. In this regard, an NPC thatis styled to play like a novice human player, for example, can actuallyplay like a novice human player based on the past performance of otherreal, novice human players in similar game instances.

In one implementation, an NPC may be directed (or trained) by the AIengine to engage in gameplay behavior that might not typically beassociated with that of an NPC. For example, an NPC may be directed todemonstrate behavior such as friendliness (e.g., an NPC thatdemonstrates sportsman-like conduct during gameplay might be someonethat a human player would enjoy playing with again), helpfulness (e.g.,an NPC may assist another player via shared strategies or otherscenarios), or team-oriented behavior (e.g., an NPC may play toward acommon goal).

In one implementation, a NPC may be afforded access to all game objects(e.g., weapons, powers, skills, etc.) that human players may access orearn during gameplay. Oftentimes, an NPC may be easy to identify becausethey typically only use a certain game object in a certain gameplaysituation. By varying these types of “default” behaviors or actions, andenabling NPCs to use or access different game objects in differentgameplay situations, NPCs may appear more human-like in their actions.

In various multiplayer matches, during a gameplay session, a humanplayer may earn experience points, virtual currency, or some otheraccumulated virtual score/benefit that may allow the player to increasehis or her level or status, or otherwise progress in the game (forexample, by unlocking content or purchasing virtual goods).

In some implementations of the invention, an amount of experience points(or other accumulated virtual score/benefit) earned in a givenmultiplayer match may be based on the presence of NPCs in the match. Forexample, in some instances, an amount of experience points (or otheraccumulated virtual score/benefit) earned in a match with NPCs may bediscounted by a predefined percentage or amount because the matchincluded non-human, computer-controlled players.

In other implementations, only experience points (or other accumulatedvirtual score/benefit) relating to certain gameplay achievements will beaffected. For example, killing an NPC opponent may earn less experiencepoints (or other accumulated virtual score/benefit) than killing a humanopponent.

In yet other implementations, no experience points (or other accumulatedvirtual score/benefit) may be awarded in a match with NPCs.

According to an aspect of the invention, the AI engine may monitor NPCgameplay performance in an effort to continually improve NPCperformance, logic, strategy, and/or other NPC characteristics.

In some implementations, an NPC may be used over and over in multiplegameplay sessions, and the AI engine may fine tune the performance ofthe NPC each time so that it behaves in a manner more and moreconsistent with that of the human players in its gameplay sessions. Inthis regard, a plurality of NPCs may be created and fine-tuned for eachskill level (e.g, beginner, advanced beginner, intermediate, expert,etc.) in a video game.

In implementations wherein an NPC is not saved or stored for latergameplay sessions, the AI engine may nonetheless fine tune one or moreof the NPC's player profile attributes and save them in a template ormodel for later use when generating NPCs to fill gaps.

In one implementation, the AI engine may further consider human playersatisfaction metrics when determining when, how, and to what extent NPCperformance, logic, strategy, and/or other NPC characteristics may berefined.

For example, according to an aspect of the invention, one or morequality factors may be used to gauge whether gameplay associated with agiven match was satisfying to one or more human players. Examples ofquality factors may include, for example, a player quitting a match orgameplay session (indicating dissatisfaction), a duration of a gamesession (e.g., a longer duration may indicate greater satisfaction), agameplay performance factor (e.g., a kill-to-death ratio in a shootergame, a lap time in a racing game, etc., where greater performance mayindicate greater satisfaction), a player engagement factor (e.g., aspeed of player input, a level of focus as determined from cameraperipherals, etc., where greater engagement may indicate greatersatisfaction), a competition level of a game (e.g., whether lopsided ornot, where evenly matched games may indicate greater satisfaction), abiometric factor (e.g., facial expressions, pulse, body language, sweat,etc.), explicit feedback from a player (e.g., responses to a survey),and/or other observable metric related to gameplay. One or more of thesequality factors may be used to determine whether an NPC's performanceeither contributed to, or took away from, a human player's enjoyment ofa gameplay session.

These and other objects, features, and characteristics of the systemand/or method disclosed herein, as well as the methods of operation andfunctions of the related elements of structure and the combination ofparts and economies of manufacture, will become more apparent uponconsideration of the following description and the appended claims withreference to the accompanying drawings, all of which form a part of thisspecification, wherein like reference numerals designate correspondingparts in the various figures. It is to be expressly understood, however,that the drawings are for the purpose of illustration and descriptiononly and are not intended as a definition of the limits of theinvention. As used in the specification and in the claims, the singularform of “a”, “an”, and “the” include plural referents unless the contextclearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an exemplary system for transparently styling NPCs,according to an implementation of the invention.

FIG. 2A illustrates an exemplary system configuration in which a serverhosts a plurality of computer devices to facilitate a multiplayer game,according to an implementation of the invention.

FIG. 2B illustrates an exemplary system configuration in which aplurality of networked servers communicate with one another tofacilitate a multiplayer game, according to an implementation of theinvention.

FIG. 2C illustrates an exemplary system configuration in which aplurality of computer devices are networked together to facilitate amultiplayer game, according to an implementation of the invention.

FIG. 3 depicts an exemplary flowchart of processing operations fortransparently styling NPCs in multiplayer video games, according to animplementation of the invention.

DETAILED DESCRIPTION OF THE INVENTION

The invention described herein relates to a system and method fortransparently styling NPCs in multiplayer video games, such that it isdifficult to distinguish between human players and computer-controlledNPCs.

Exemplary System Architecture

FIG. 1 depicts an exemplary architecture of a system 100 which mayinclude one or more computer systems 110, one or more servers 150, oneor more databases 160, and/or other components.

Computer System 110

Computer system 110 may be configured as a gaming console, a handheldgaming device, a personal computer (e.g., a desktop computer, a laptopcomputer, etc.), a smartphone, a tablet computing device, and/or otherdevice that can be used to interact with an instance of a video game.

Computer system 110 may include one or more processors 112 (alsointerchangeably referred to herein as processors 112, processor(s) 112,or processor 112 for convenience), one or more storage devices 114(which may store a matchmaking application 120), one or more peripherals140, and/or other components. Processors 112 may be programmed by one ormore computer program instructions. For example, processors 112 may beprogrammed by matchmaking application 120 and/or other instructions(such as gaming instructions used to instantiate the game).

Depending on the system configuration, matchmaking application 120 (orportions thereof) may be part of a game application, which creates agame instance to facilitate gameplay. Alternatively or additionally,matchmaking application 120 may run on a device such as a server 150 todetermine matches for users in an “online” game hosted by server 150.

Matchmaking application 120 may include instructions that programcomputer system 110. The instructions may include, without limitation, amatching engine 122, an NPC management engine 124, a NPC profile engine126, an Artificial Intelligence (“AI”) engine 128, and/or otherinstructions 130 that program computer system 110 to perform variousoperations, each of which are described in greater detail herein. Asused herein, for convenience, the various instructions will be describedas performing an operation, when, in fact, the various instructionsprogram the processors 112 (and therefore computer system 110) toperform the operation.

Peripherals 140

Peripherals 140 may be used to obtain an input (e.g., direct input,measured input, etc.) from a player. Peripherals 140 may include,without limitation, a game controller, a gamepad, a keyboard, a mouse,an imaging device such as a camera, a motion sensing device, a lightsensor, a biometric sensor, and/or other peripheral device that canobtain an input from a player. Peripherals 140 may be coupled to acorresponding computer system 110 via a wired and/or wirelessconnection.

Server 150

Server 150 may include one or computing devices. Although notillustrated in FIG. 1, server 150 may include one or more physicalprocessors programmed by computer program instructions. For example,server 150 may include all or a portion of matchmaking application 120and therefore provide all or a portion of the operations of matchmakingapplication 120.

Although illustrated in FIG. 1 as a single component, computer system110 and server 150 may each include a plurality of individual components(e.g., computer devices) each programmed with at least some of thefunctions described herein. In this manner, some components of computersystem 110 and/or server 150 may perform some functions while othercomponents may perform other functions, as would be appreciated. The oneor more processors 112 may each include one or more physical processorsthat are programmed by computer program instructions. The variousinstructions described herein are exemplary only. Other configurationsand numbers of instructions may be used, so long as the processor(s) 112are programmed to perform the functions described herein.

Furthermore, it should be appreciated that although the variousinstructions are illustrated in FIG. 1 as being co-located within asingle processing unit, in implementations in which processor(s) 112includes multiple processing units, one or more instructions may beexecuted remotely from the other instructions.

The description of the functionality provided by the differentinstructions described herein is for illustrative purposes, and is notintended to be limiting, as any of instructions may provide more or lessfunctionality than is described. For example, one or more of theinstructions may be eliminated, and some or all of its functionality maybe provided by other ones of the instructions. As another example,processor(s) 112 may be programmed by one or more additionalinstructions that may perform some or all of the functionalityattributed herein to one of the instructions.

The various instructions described herein may be stored in a storagedevice 114, which may comprise random access memory (RAM), read onlymemory (ROM), and/or other memory. The storage device may store thecomputer program instructions (e.g., the aforementioned instructions) tobe executed by processor 112 as well as data that may be manipulated byprocessor 112. The storage device may comprise floppy disks, hard disks,optical disks, tapes, or other storage media for storingcomputer-executable instructions and/or data.

The various components illustrated in FIG. 1 may be coupled to at leastone other component via a network, which may include any one or more of,for instance, the Internet, an intranet, a PAN (Personal Area Network),a LAN (Local Area Network), a WAN (Wide Area Network), a SAN (StorageArea Network), a MAN (Metropolitan Area Network), a wireless network, acellular communications network, a Public Switched Telephone Network,and/or other network. In FIG. 1, as well as in other drawing Figures,different numbers of entities than those depicted may be used.Furthermore, according to various implementations, the componentsdescribed herein may be implemented in hardware and/or software thatconfigure hardware.

The various databases 160 described herein may be, include, or interfaceto, for example, an Oracle™ relational database sold commercially byOracle Corporation. Other databases, such as Informix™, DB2 (Database 2)or other data storage, including file-based, or query formats,platforms, or resources such as OLAP (On Line Analytical Processing),SQL (Structured Query Language), a SAN (storage area network), MicrosoftAccess™ or others may also be used, incorporated, or accessed. Thedatabase may comprise one or more such databases that reside in one ormore physical devices and in one or more physical locations. Thedatabase may store a plurality of types of data and/or files andassociated data or file descriptions, administrative information, or anyother data.

Exemplary Multiplayer System Configurations

FIG. 2A illustrates an exemplary system configuration 200A in which aserver hosts a plurality of computer devices to facilitate a multiplayergame, according to an implementation of the invention. In oneimplementation, one or more servers 150 may host a number of computersystems 110 (illustrated as computer systems 110A, 110B, . . . , 110N)via a network 102. Each computer system 110 may include one or moreperipherals (illustrated as peripherals 140A, 140B, . . . , 140N). Inthis manner, one or more servers 150 may facilitate the gameplay ofdifferent players using different computer systems 110 and/or otherwiseprovide one or more operations of matchmaking application 120(illustrated in FIG. 1).

In some instances, a given server 150 may be associated with aproprietary gameplay network system, such as, without limitation,Microsoft's Xbox LIVE® and Sony's PlayStation Network®, and/or anothertype of gameplay network system. In this implementation, a givencomputer system 110 may be associated with a particular type of gamingconsole. Other types of computer systems 110 using other types ofgameplay networks may be used as well.

FIG. 2B illustrates an exemplary system configuration 200B in which aplurality of computer systems 110 are networked together to facilitate amultiplayer game, according to an implementation of the invention. Anyone or more of the computer devices 110 may serve as a host and/orotherwise provide one or more operations of matchmaking application 120(illustrated in FIG. 1).

FIG. 2C illustrates an exemplary system configuration 200C in which acomputer system 110 is used by a plurality of users to facilitate amultiplayer game, according to an implementation of the invention. In animplementation, computer system 110 may be considered to host themultiplayer game and/or otherwise provide one or more operations ofmatchmaking application 120 (illustrated in FIG. 1).

Referring to FIGS. 2A-2C, in an implementation, a host may facilitatethe multiplayer game and/or perform other operations described herein.In an implementation, at least some of these operations may also orinstead be performed by an individual computer system 110. Furthermore,the illustrated system configurations are exemplary only and should notbe viewed as limiting in any way. Other system configurations may beused as well, as would be appreciated by those having skill in the art.

Generating Matches

According to an aspect of the invention, matchmaking application 120 mayidentify one or more players that are waiting to be matched, such asplayers whose characters are waiting in a virtual game lobby to join agameplay session. The gameplay session may comprise any type of gameplaysession including, without limitation, a real gameplay session and/or apractice gameplay session (e.g., associated with a “practice” or“training” mode of a game).

In one implementation, a player may be added to a gameplay sessionimmediately if there is an opening.

In one implementation, matching engine 122 may generate one or morematches by grouping two or more of the identified players. The number ofplayers placed in each match may depend on a number of players waitingto be matched, a number of players needed for a game session (e.g., anumber of players needed to form a team or start a match), a number ofplayers that can be accommodated by a game session, and/or otherinformation. Different matches may include different combinations ofdifferent players, which may include different numbers of players.

Matching engine 122 may use known or hereafter-developed matchmakingtechniques to generate a match (e.g., interchangeably referred to hereinas “matchmaking”) by grouping players in an effort to produce the mostsatisfying player experiences. Game profiles, player profiles, matchvariables, and other factors may be considered when generating matches.

Game Profiles

In one implementation, a game profile may be generated for a gameplaysession based on gameplay information. Gameplay information may describevarious game characteristics of a gameplay session that may influencethe quality of gameplay. For example, gameplay information may include,without limitation, a number of players, types of roles (e.g., snipers),types of in-game items used or purchased (e.g., weapons, vehicles,armor, custom suits, custom paint, tires, engine modifications, etc.),composition of teams (e.g., number and/or types of roles in each team),maps or game levels played (e.g., battle zones, racetracks, sportingarenas, etc.), duration of gameplay (e.g., how duration of a givengameplay session), player skill levels, player styles (e.g., aggressive,prefers to be a sniper, etc.), types of matches (e.g., team death match,capture the flag, etc.), and/or other information related to a gameplaysession.

A game profile may be specific for a given gameplay session (e.g.,different game profiles may be associated with different gameplaysessions) and/or may be used to generate a broader game profile for aparticular game (e.g., different games may be associated with differentgame profiles). In this manner, a given game or gameplay session may becharacterized using a game profile.

Player Profiles

According to an aspect of the invention, a player profile may begenerated for a player based on player information. Player informationmay describe various characteristics of a player, which may be used toassess whether the player will enjoy a given gameplay session, a match,and/or a game.

For example, player information may comprise a variety of playerattributes including, without limitation, screen name (or gamer tag),style of gameplay (e.g., aggressive), a role preference (e.g., anexplicit indication by the player of such preference), a role actuallyplayed, a duration of gameplay sessions, a number of gameplay sessionsplayed by in a given login session, in-game items used or purchased bythe player, membership in a clan or team, preference to play with clanmates or friends, demographic information of the player (e.g.,geographic location, gender, income level, etc.), win/loss records,scores, and/or other attributes or information without limitation thatmay be used to determine whether a player will enjoy a given gameplaysession, a match, and/or a game.

Information from a player profile may be indexed by time. For example,the foregoing player information may include all player informationknown about a player, a subset of all information (e.g., informationrelated to the last day, week, month, previous “N” number of gamesessions, login sessions, etc.). In this manner, a player profile mayrelate to all-time gameplay of the player, recent gameplay of theplayer, time of day (e.g., a player may be associated with differentplayer profiles at different times of the day, such as having anaggressive play style during evening hours and a more relaxed play styleduring morning hours), and/or other subset.

According to an aspect of the invention, a player profile may include anumerical value or other metric representative of the player's overallplayer skill. A player skill value may, for example, be determinedaccording to historical player performance data represented (orconveyed) by one or more player profile attributes. For example, playerprofile attributes such as number of games played, winning percentage,highest score, lowest score, and the like may be used to determine aplayer skill value. It should be appreciated that the number and type ofplayer profile attributes used to determine a player skill value mayvary depending on the type of video game. As an example, in afirst-person-shooter game, numerical values associated with attributessuch as Score Per Minute (“SPM”), Kill/Death Ratio (“KDR”), Win/LossRatio (“WLR”), or other attributes may be used to generate a playerskill value for the player. The player skill value may be continuallyupdated and stored over time.

Match Variables

Matches may additionally be based on one or more match variablesassociated with each player in a match. The one or more match variablesmay relate to at least one player's characteristic that may influencewhether a player enjoys gameplay while placed in a match. For example,and without limitation, a match variable may include a latency betweenplayers (e.g., a delay time for data communication between players'gaming systems or platforms such that lower latency is preferentiallymatched), a player skill level, a team composition (e.g., a role playedby each player of a potential match), a presence or absence of preferredplayers (e.g., clan members, friends, etc.), a time that a player haswaited to be matched (e.g., a player having a longer wait time may bepreferentially matched), a location of a player (e.g., playersgeographically close to one another may be preferentially matched), oneor more explicit user preferences received from a player, and/or othermatch variables.

Identifying a Gap in a Number of Required Players

According to an aspect of the invention, a gap in a number of playersrequired for a gameplay session may be identified. For example, in agameplay session that requires a predetermined number of players to playon a team, gaps (or available player slots) may be identified if thereare not enough human players identified to satisfy the predeterminednumber of players after passage of a predetermined time period.

Determining Whether to Fill Identified Gap(s) with NPCs

According to an aspect of the invention, the determination as to whetherNPCs are used to fill identified gaps (available player slots) may bebased on a myriad of factors.

For example, in one implementation, matching engine 122 may make adetermination to utilize one or more NPCs if a requisite number of humanplayers has not joined a gameplay session after a predetermined timeperiod so as to not unnecessarily delay gameplay for one or more waitinghuman players. Additionally or alternatively, the determination toutilize one or more NPCs may be based on a skill level (e.g., beginner,intermediate, expert, etc.) of the one or more waiting human players.For example, if an average skill level of the waiting human players isless than a threshold skill level (e.g., less than an intermediatelevel), matching engine 122 may make the determination to utilize NPCs.In some implementations, human players may be made aware that NPCs maybe used in a given match, even though it is not readily apparent whichplayers are NPCs and which are human players.

In some implementations, human players may be provided with an option tofill one or more available player slots with NPCs. For example, incertain instances, a human player (e.g., the host of a multiplayermatch) may designate whether available slots should be filled with NPCs,either with or without the other human players' knowledge. In otherimplementations, each human player may be provided the ability toindicate a preference as to whether available player slots should befilled with NPCs. A human player may indicate this preference, forexample, in his or her player profile or through another interface.

In some implementations, matching engine 122 may elect to utilize NPCsif some threshold number of human players in the match indicate awillingness (or preference) to play with or against NPCs. For example,in some implementations, matching engine 122 may only utilize NPCs ifall human players in the match indicate a willingness (or preference) toplay with or against NPCs. Alternatively, matching engine 122 mayutilize NPCs if a majority of players indicate a willingness (orpreference) to play with NPCs, or if a majority of players do not opposeplaying with or against NPCs.

Selecting or Generating NPCs to Fill Gaps

In some implementations, once a determination is made that availableslots will be filled with NPCs, NPC management engine 124 may select orgenerate NPCs to fill those slots. For instance, in someimplementations, NPC management engine 124 may select and retrieve oneor more NPCs from among a collection of pre-generated NPCs stored, forinstance, in database 160. Alternatively, NPC management engine 124 maygenerate one or more NPCs in real-time (“on the fly”) when or more gapsin a gameplay session are identified.

In other implementations, one or more human players may designate thetypes of NPCs to be utilized (e.g., a designated team captain from eachteam may “draft” one or more NPCs to fill empty slots on theirrespective teams, a designated “host” player may select the NPCs to fillall empty slots, etc.).

Styling NPCs and/or Human Players

In many video games, players are able to view (or otherwise access)player profiles of other players and NPCs. As such, NPCs are ofteneasily identified as “generic” or non-human, computer-controlled playersbased on things like unusual screen names (or gamer tags), and/orincomplete or uncharacteristic player profiles (e.g., having attributes,historical performance data, or other characteristics that are missingand/or do not resemble those of typical human players).

Regardless of whether NPCs are selected or generated, or made availablefor selection by one or more human players, various implementations maybe utilized to make it difficult to distinguish between human playersand computer-controlled NPCs.

For example, in some implementations, NPCs may be styled to resemblehuman players in terms of both player profile attributes and gameplayactions such that players may not recognize NPCs as non-human,computer-controlled players.

Additionally, or alternatively, NPCs and/or human players may besimilarly styled in a number of ways (described in greater detailbelow).

Styling NPCs to Resemble Human Players

According to an aspect of the invention, NPC profile engine 126 maypopulate a NPC profile (either in real-time when an NPC is generated, orfor later retrieval) with attributes and attribute values typical ofother human players in a gameplay session. In other words, any playerprofile attributes that may exist for a human player may also beprovided and displayable for an NPC, regardless of whether one or moreof the NPC attributes may be populated with non-actionable (or dummy)data. In this regard, a human player that views or otherwise accesses aNPC player profile may be led to believe that the NPC is actually ahuman player. Player profile attributes including demographicinformation (e.g., geographic location, gender, income level, etc.) maybe created and displayed in an NPC player profile, along with playerappearance preferences (e.g., player and weapon skins), membership in a“fake” clan or team, preference to play with clan mates or friends,win/loss records, scores, and/or other information typical of humangamers, yet not necessarily needed for a NPC. In this regard, an NPC mayappear human if its NPC player profile is viewed or accessed by humanplayers.

A variety of known computational and/or statistical methods may be usedto ensure that an NPC is generated (for current gameplay or laterselection) having attributes and attribute values typical of other humanplayers in a gameplay session. In one example, attribute values for anNPC may be generated in real-time based on the attribute values of oneor more human players. By way of non-limiting example, in afirst-person-shooter video game, a single NPC may be needed to join fourhuman players in order to field a team of five players required for aparticular gameplay session. As a result of a matchmaking process, thefour human players may comprise “beginner” players that have beenmatched together based on, for instance, similar player skill values(e.g., player skill values within a predetermined range, standarddeviation, etc.), or other criteria. As an example, Player #1 may have aplayer skill value of 100, Player #2 may have a player skill value of95, Player #3 may have a player skill value of 110, and Player #4 mayhave a player skill value of 90. As such, NPC profile engine 126 maygenerate a player skill level for the NPC commensurate with those of thefour human players. For example, the NPC may be assigned a player skilllevel of 98.75 (or 99), which is an average of the player skill levelsof the four human players. Alternatively, the NPC may be assigned aplayer skill level somewhere between 90 and 110, which represents therange of the player skill levels of the four players.

While the aforementioned, non-limiting example demonstrates how a singleplayer profile attribute value (player skill level) may be calculated,it should be appreciated that similar calculations may be effectuatedfor each profile attribute for the NPC. For example, in thefirst-person-shooter game referenced above, the player skill value maybe generated based on attributes such as Score Per Minute (“SPM”),Kill/Death Ratio (“KDR”), and Win/Loss Ratio (“WLR”). As such, NPCprofile engine 126 may (via use of averages, ranges, or other knowncomputational and/or statistical methods) populate the NPC playerprofile with numerical values (or other metrics) for each of the SPM,KDR, and WLR in addition to the player skill level. As such, a humanplayer that views the NPC player profile will be able to view a set ofmetrics underlying (or supporting) the NPC's player skill level, therebyfurther giving the NPC the appearance of being a real (human) player.

In other implementations, NPC profile engine 126 may determine a playerprofile attribute value (or metric) for an NPC, and then use thedetermined attribute level (or metric) to retrieve pre-stored templateshaving associated player profile attribute values that support thedetermined attribute value. Continuing with the foregoingfirst-person-shooter example, NPC profile engine 126 may determine thatthe player skill level for the NPC is 98.75 (or 99), or within the rangeof 90 and 110, and then retrieve a pre-stored template having numericalvalues (or other metrics) for each of the SPM, KDR, and WLR that areconsistent with a player having a player skill level of 98.75 (or 99),or within the range of 90 and 110. These templates may be generated andbased on historical player performance data of multiple players overtime, and updated.

In instances where more than one NPC is required to fill gaps in agameplay session, NPCs may be generated or selected to have differentplayer skill levels (or other player profile attribute values) that spanthe spectrum of the player skill levels of the human players. In thismanner, multiple NPCs may behave differently during gameplay, therebyfurther conveying the appearance of being actual human players ratherthan computer-controlled characters behaving identically. Continuingonce again with the first-person-shooter example above, if only threehuman players were available, and two NPCs were needed for a gameplaysession, one NPC may be generated or selected to have a player skilllevel at or near the lower end of the range of player skill levels ofthe human players, while the other NPC may be generated or selected tohave a player skill level at or near the higher end of the range ofplayer skill levels of the human players.

According to an aspect of the invention, NPCs may be further selected orgenerated according to a desired mix or balance of player roles or typesfor a given gameplay session. As an example, in a first-person-shootergame in which five snipers and five run-and-gunners represent an optimalmix of player roles, NPC management engine 124 may select NPCs to fillgaps such that the desired combination of five snipers and fiverun-and-gunners is achieved to the extent possible. Other factorsincluding, but not limited to game profiles (described above), may beconsidered when selecting or generating NPCs for a gameplay session.

Similarly Styling NPCs and Human Players

Additionally, or as an alternative to styling NPCs to resemble humanplayers, NPCs and/or human players may be similarly styled by, forexample, presenting each with a limited set of profile attributes thatmay reduce or eliminate the ability to distinguish between them. In suchan implementation, a human player may understand that the match maycomprise both NPC and human players, but it remains difficult to discernwhether a particular player is human or NPC.

For example, the presentation of (or ability to view or otherwiseaccess) human and NPC player profiles may be limited to certain profileattributes in an effort to obscure identifying information that may beused to discern a human player from an NPC. In other words, uponaccessing a profile for either a human player or NPC, only one or morepredetermined profile attributes may be made visible. The remainingprofile attributes may be “blacked-out” (or otherwise obscured orredacted), or omitted altogether. In some implementations, a secondplayer profile including only certain profile attributes may begenerated “on the fly” for each human player or NPC in a match, withonly the second player profiles being made accessible to each humanplayer in the match. Other configurations may be implemented.

Additionally, or alternatively, one or more profile attributes may be“anonymized.” For example, in some implementations, human players'personalized screen names may be replaced with a relatively anonymousscreen name such as “Friend,” “Enemy,” “Blue Team,” “Red Team,” “PlayerA,” “Player B,” “Player 1,” “Player 2,” or other similar (generic)descriptor.

Additionally, or alternatively, in some implementations, in certaingameplay sessions including without limitation a real gameplay sessionand/or a practice gameplay session (e.g., associated with a “practice”or “training” mode of a game), human players may be prompted to selectfrom among a predetermined set of playable characters having predefinedprofile attributes (e.g., in-game items such as weapons, powers, skills,customizations, or other profile attributes).

Further, in some implementations, various in-game features such aschat/communication features may be disabled altogether or limited tocertain preset phrases, instructions, commands, and/or signals. In thisregard, a lack of (or limited) communication between players in agameplay session may prevent a human player from discovering that ateammate or opponent is a NPC based on a non-response, or anidiosyncratic or unusual response.

In some implementations of the invention, the ability to view (orotherwise access) player profiles of human players and/or NPCs may bedisabled altogether.

Other configurations may be implemented.

Gameplay Behavior

According to an aspect of the invention, once one more NPCs have beenselected or generated to fill gaps in a gameplay session, and the NPCsand/or human players have been styled, a gameplay session including thehuman players and NPC(s) may be initiated.

During gameplay, AI engine 128 may control an NPC's behavior (includinggameplay actions) such that the NPC's gameplay more closely mimics thegameplay of the human players. As previously noted, idiosyncratic playby an NPC during actual gameplay may be an indicator that the characteris an NPC and not a human player. By styling an NPC's gameplaytendencies to resemble that of a human player, the human players in thegameplay session may not recognize the NPC as a non-human,computer-controlled player.

In one implementation, AI engine 128 may analyze an NPC player profile(as selected or generated in the manner described above) to determine anappropriate skill level of play of the NPC. AI engine 128 may thenanalyze gameplay state information associated with one or moresimilarly-situated human players gathered over time (e.g., and stored indatabase 160) to determine appropriate gameplay behavior for the NPC. Inthis regard, an NPC that is styled to play like a novice human player,for example, can actually play like a novice human player based on thepast performance of other real, novice human players in similar gameinstances.

In one implementation, an NPC may be directed (or trained) by AI engine128 to engage in gameplay behavior that might not typically beassociated with that of an NPC. For example, an NPC may be directed todemonstrate behavior such as friendliness (e.g., an NPC thatdemonstrates sportsman-like conduct during gameplay might be someonethat a human player would enjoy playing with again), helpfulness (e.g.,an NPC may assist another player via shared strategies or otherscenarios), or team-oriented behavior (e.g., an NPC may play toward acommon goal).

In one implementation, a NPC may be afforded access to all game objects(e.g., weapons, powers, skills, etc.) that human players may access orearn during gameplay. Oftentimes, an NPC may be easy to identify becausethey typically only use a certain game object in a certain gameplaysituation. By varying these types of “default” behaviors or actions, andenabling NPCs to use or access different game objects in differentgameplay situations, NPCs may appear more human-like in their actions.

Gameplay Scoring Considerations

According to an aspect of the invention, in various multiplayer matches,a human player may earn experience points, virtual currency, or someother accumulated virtual score/benefit that may allow the player toincrease his or her level or status, or otherwise progress in the game(for example, by unlocking content or purchasing virtual goods). As anon-limiting example, in a first-person-shooter game, a player may earnexperience points for kills, kill assists, victories, playing a certainamount of time or number of matches, or any other gameplay-relatedachievement. Typically, the amount of experience points (or otheraccumulated virtual score/benefit) earned for a particular achievementis predefined.

In some implementations of the invention, an amount of experience points(or other accumulated virtual score/benefit) earned in a givenmultiplayer match may be based on the presence of NPCs in the match. Forexample, in some instances, an amount of experience points (or otheraccumulated virtual score/benefit) earned in a match with NPCs may bediscounted by a predefined percentage or amount because the matchincluded non-human, computer-controlled players.

In other implementations, only experience points (or other accumulatedvirtual score/benefit) relating to certain gameplay achievements will beaffected. For example, killing an NPC opponent may earn less experiencepoints (or other accumulated virtual score/benefit) than killing a humanopponent.

In yet other implementations, no experience points (or other accumulatedvirtual score/benefit) may be awarded in a match with NPCs.

Feedback

According to an aspect of the invention, AI engine 128 may monitor NPCgameplay performance in an effort to continually improve NPCperformance, logic, strategy, and/or other NPC characteristics.

In some implementations, an NPC may be used over and over in multiplegameplay sessions, and AI engine 128 may fine tune the performance ofthe NPC each time so that it behaves in a manner more and moreconsistent with that of the human players in its gameplay sessions. Inthis regard, NPC management engine 124 may, over time, have access to aplurality of NPCs (e.g., stored in database 160) that have beenfine-tuned for each skill level (e.g, beginner, advanced beginner,intermediate, expert, etc.).

In implementations wherein an NPC is not saved or stored for latergameplay sessions, AI engine 128 may nonetheless fine tune one or moreof the NPC's player profile attributes and save them in a template ormodel for later use by NPC management engine 124 and or NPC profileengine 126 when generating NPCs to fill gaps.

In one implementation, AI engine 128 may further consider human playersatisfaction metrics when determining when, how, and to what extent NPCperformance, logic, strategy, and/or other NPC characteristics may berefined. For example, according to an aspect of the invention, AI engine128 may consider a level of satisfaction by one or more human playersinvolved in a gameplay session. One or more quality factors used togauge whether gameplay associated with a given match was satisfying mayinclude observable metrics that indicate a human player's level ofsatisfaction with gameplay. Examples of quality factors include, withoutlimitation, a player quitting a match or gameplay session while otherplayers are still playing (indicating dissatisfaction), a duration of agame session (e.g., a longer duration may indicate greatersatisfaction), a gameplay performance factor (e.g., a kill-to-deathratio in a shooter game, a lap time in a racing game, etc., wheregreater performance may indicate greater satisfaction), a playerengagement factor (e.g., a speed of player input, a level of focus asdetermined from camera peripherals, etc., where greater engagement mayindicate greater satisfaction), a competition level of a game (e.g.,whether lopsided or not, where evenly matched games may indicate greatersatisfaction), a biometric factor (e.g., facial expressions, pulse, bodylanguage, sweat, etc.), explicit feedback from a player (e.g., responsesto a survey), and/or other observable metric related to gameplay. One ormore of these quality factors may be used to determine whether an NPC'sperformance either contributed to, or took away from, a human player'senjoyment of a gameplay session.

Exemplary Flowchart

FIG. 3 depicts an exemplary flowchart of processing operations fortransparently styling NPCs in multiplayer video games, according to animplementation of the invention. The various processing operationsand/or data flows depicted in FIG. 3 are described in greater detailherein. The described operations may be accomplished using some or allof the system components (enabling all of the features andfunctionality) described in detail above and, in some implementations,various operations may be performed in different sequences and variousoperations may be omitted. Additional operations may be performed alongwith some or all of the operations shown in the depicted flow diagrams.One or more operations may be performed simultaneously. Accordingly, theoperations as illustrated (and described in greater detail below) areexemplary by nature and, as such, should not be viewed as limiting.

Operation 302

In an operation 302, one or more human video game players that arewaiting to be matched, such as players whose characters are waiting in avirtual game lobby to join a gameplay session, may be identified. In oneimplementation, a matching engine may use known or hereafter-developedmatchmaking techniques to generate a match (e.g., interchangeablyreferred to herein as “matchmaking”) by grouping players in an effort toproduce the most satisfying player experiences. Game profiles, playerprofiles, match variables, and other factors may be considered whengenerating matches.

Operation 304

In an operation 304, a gap in a number of players required for agameplay session may be identified. For example, in a gameplay sessionthat requires a predetermined number of players to play on a team, gaps(or available player slots) may be identified if there are not enoughhuman players identified to satisfy the predetermined number of playersafter passage of a predetermined time period.

Operation 306

In an operation 306, a determination may be made as to whether NPCsshould be used to fill identified gaps (available player slots). Thisdetermination may be based on a myriad of factors.

For example, in one implementation, the matching engine may make adetermination to utilize one or more NPCs if a requisite number of humanplayers has not joined a gameplay session after a predetermined timeperiod so as to not unnecessarily delay gameplay for one or more waitinghuman players. Additionally or alternatively, the determination toutilize one or more NPCs may be based on a skill level of the one ormore waiting human players. In some implementations, human players maybe made aware that NPCs may be used in a given match, even though it isnot readily apparent which players are NPCs and which are human players.

In some implementations, human players may be provided with an option tofill one or more available player slots with NPCs. For example, incertain instances, a human player (e.g., the host of a multiplayermatch) may designate whether available slots should be filled with NPCs,either with or without the other human players' knowledge. In otherimplementations, each human player may be provided the ability toindicate a preference as to whether available player slots should befilled with NPCs. A human player may indicate this preference, forexample, in his or her player profile or through another interface.

In some implementations, the matching engine may elect to utilize NPCsif some threshold number of human players in the match indicate awillingness (or preference) to play with or against NPCs. For example,in some implementations, the matching engine may only utilize NPCs ifall human players in the match indicate a willingness (or preference) toplay with or against NPCs. Alternatively, the matching engine mayutilize NPCs if a majority of players indicate a willingness (orpreference) to play with NPCs, or if a majority of players do not opposeplaying with or against NPCs.

Operation 308

If the determination is made, in operation 306, to forego the use ofNPCs to fill identified gaps (available player slots), then, in anoperation 308, human players that are waiting to be matched may continueto wait (e.g., in a virtual game lobby) to join a gameplay session untilthe requisite number of human players has been reached.

Operation 310

By contrast, if the determination is made, in operation 306, thatavailable slots will be filled with NPCs, an NPC management engine may,in an operation 310, select or generate NPCs to fill those slots. Forinstance, in some implementations, the NPC management engine may selectand retrieve one or more NPCs from among a collection of pre-generatedNPCs stored, for instance, in a database. Alternatively, the NPCmanagement engine may generate one or more NPCs in real-time (“on thefly”) when or more gaps in a gameplay session are identified.

In other implementations, one or more human players may designate thetypes of NPCs to be utilized (e.g., a designated team captain from eachteam may “draft” one or more NPCs to fill empty slots on theirrespective teams, a designated “host” player may select the NPCs to fillall empty slots, etc.).

Operation 312

Regardless of whether NPCs are selected or generated, or made availablefor selection by one or more human players, various implementations maybe utilized to make it difficult to distinguish between human playersand computer-controlled NPCs.

For example, in an operation 312, NPCs may be styled to resemble humanplayers in terms of both player profile attributes and gameplay actionssuch that players may not recognize NPCs as non-human,computer-controlled players.

For example, according to an aspect of the invention, an NPC profileengine may populate a NPC profile (either in real-time when an NPC isgenerated, or for later retrieval) with attributes and attribute valuestypical of other human players in a gameplay session. In other words,any player profile attributes that may exist for a human player may alsobe provided and displayable for an NPC, regardless of whether one ormore of the NPC attributes may be populated with non-actionable (ordummy) data. In this regard, a human player that views or otherwiseaccesses a NPC player profile may be led to believe that the NPC isactually a human player. Player profile attributes including demographicinformation (e.g., geographic location, gender, income level, etc.) maybe created and displayed in an NPC player profile, along with playerappearance preferences (e.g., player and weapon skins), membership in a“fake” clan or team, preference to play with clan mates or friends,win/loss records, scores, and/or other information typical of humangamers, yet not necessarily needed for a NPC. In this regard, an NPC mayappear human if its NPC player profile is viewed or accessed by humanplayers.

A variety of known computational and/or statistical methods may be usedto ensure that an NPC is generated (for current gameplay or laterselection) having attributes and attribute values typical of other humanplayers in a gameplay session. Other factors including, but not limitedto, game profiles and a desired mix or balance of player roles or typesmay be considered when selecting or generating NPCs for a gameplaysession.

Additionally, or as an alternative to styling NPCs to resemble humanplayers, NPCs and/or human players may be similarly styled in operation312 by, for example, presenting each with a limited set of profileattributes that may reduce or eliminate the ability to distinguishbetween them. In such an implementation, a human player may understandthat the match may comprise both NPC and human players, but it remainsdifficult to discern whether a particular player is human or NPC.

For example, the presentation of (or ability to view or otherwiseaccess) human and NPC player profiles may be limited to certain profileattributes in an effort to obscure identifying information that may beused to discern a human player from an NPC. In other words, uponaccessing a profile for either a human player or NPC, only one or morepredetermined profile attributes may be made visible. The remainingprofile attributes may be “blacked-out” (or otherwise obscured orredacted), or omitted altogether. In some implementations, a secondplayer profile including only certain profile attributes may begenerated “on the fly” for each human player or NPC in a match, withonly the second player profiles being made accessible to each humanplayer in the match. Other configurations may be implemented.

Additionally, or alternatively, one or more profile attributes may be“anonymized.” For example, in some implementations, human players'personalized screen names may be replaced with a relatively anonymousscreen name, or other similar (generic) descriptor.

Additionally, or alternatively, in some implementations, in certaingameplay sessions including without limitation a real gameplay sessionand/or a practice gameplay session (e.g., associated with a “practice”or “training” mode of a game), human players may be prompted to selectfrom among a predetermined set of playable characters having predefinedprofile attributes.

Further, in some implementations, various in-game features such aschat/communication features may be disabled altogether or limited tocertain preset phrases, instructions, commands, and/or signals. In thisregard, a lack of (or limited) communication between players in agameplay session may prevent a human player from discovering that ateammate or opponent is a NPC based on a non-response, or anidiosyncratic or unusual response.

In some implementations of the invention, the ability to view (orotherwise access) player profiles of human players and/or NPCs may bedisabled altogether.

Operation 314

Once one more NPCs have been selected or generated to fill gaps in agameplay session, a gameplay session including the human players andNPC(s) may be initiated in an operation 314. During gameplay, anartificial intelligence (“AI”) engine may control an NPC's behavior(including gameplay actions) such that the NPC's gameplay more closelymimics the gameplay of the human players. By styling an NPC's gameplaytendencies to resemble that of a human player, the human players in thegameplay session may not recognize the NPC as a non-human,computer-controlled player.

In one implementation, the AI engine may analyze an NPC player profile(as selected or generated in the manner described above) to determine anappropriate skill level of play of the NPC. The AI engine may thenanalyze gameplay state information associated with one or moresimilarly-situated human players gathered over time (e.g., and stored ina database) to determine appropriate gameplay behavior for the NPC. Inthis regard, an NPC that is styled to play like a novice human player,for example, can actually play like a novice human player based on thepast performance of other real, novice human players in similar gameinstances.

In one implementation, an NPC may be directed (or trained) by the AIengine to engage in gameplay behavior that might not typically beassociated with that of an NPC. For example, an NPC may be directed todemonstrate behavior such as friendliness, helpfulness, or team-orientedbehavior. Further, in some implementations, an NPC may be affordedaccess to all game objects (e.g., weapons, powers, skills, etc.) thathuman players may access or earn during gameplay.

Further, in various multiplayer matches, such as that initiated inoperation 314, a human player may earn experience points, virtualcurrency, or some other accumulated virtual score/benefit that may allowthe player to increase his or her level or status, or otherwise progressin the game (for example, by unlocking content or purchasing virtualgoods).

In some implementations of the invention, an amount of experience points(or other accumulated virtual score/benefit) earned in a givenmultiplayer match may be based on the presence of NPCs in the match. Forexample, in some instances, an amount of experience points (or otheraccumulated virtual score/benefit) earned in a match with NPCs may bediscounted by a predefined percentage or amount because the matchincluded non-human, computer-controlled players.

In other implementations, only experience points (or other accumulatedvirtual score/benefit) relating to certain gameplay achievements will beaffected. For example, killing an NPC opponent may earn less experiencepoints (or other accumulated virtual score/benefit) than killing a humanopponent.

In yet other implementations, no experience points (or other accumulatedvirtual score/benefit) may be awarded in a match with NPCs.

Operation 316

In an operation 316, the AI engine may monitor NPC gameplay performancein an effort to continually improve NPC performance, logic, strategy,and/or other NPC characteristics.

In some implementations, an NPC may be used over and over in multiplegameplay sessions, and the AI engine may fine tune the performance ofthe NPC each time so that it behaves in a manner more and moreconsistent with that of the human players in its gameplay sessions.

In implementations wherein an NPC is not saved or stored for latergameplay sessions, the AI engine may nonetheless fine tune one or moreof the NPC's player profile attributes and save them in a template ormodel for later use when generating NPCs to fill gaps.

In one implementation, the AI engine 128 may further consider humanplayer satisfaction metrics when determining when, how, and to whatextent NPC performance, logic, strategy, and/or other NPCcharacteristics may be refined.

Other implementations, uses and advantages of the invention will beapparent to those skilled in the art from consideration of thespecification and practice of the invention disclosed herein. Thespecification should be considered exemplary only, and the scope of theinvention is accordingly intended to be limited only by the followingclaims.

What is claimed is:
 1. A computer-implemented method of transparentlystyling non-player characters in a multiplayer video game to resemblecharacters controlled by human players, the method being implemented ina computer system having one or more physical processors programmed withcomputer program instructions that, when executed by the one or morephysical processors, cause the computer system to perform the method,the method comprising: identifying, by the computer system, one or morehuman players to be matched for a gameplay session of a multiplayervideo game, wherein each human player has a player profile comprising anumber of profile attributes, wherein the human players are matched bygrouping two or more players to play together in the gameplay sessionbased on at least one of each player's profile attributes, game profileinformation, or match variables, and wherein the gameplay sessionrequires a predetermined number of required players; determining, by thecomputer system, whether the predetermined number of players requiredfor the gameplay session is met by the identified human players;obtaining, by the computer system, one or more non-player characters tofill available spots in the gameplay session responsive to adetermination that the predetermined number of players required for thegameplay session is not met by the identified human players, whereineach of the one or more non-player characters has a non-player characterplayer profile comprising a number of profile attributes; determining,by the computer system, a subset of profile attributes common to theidentified human player profiles and the non-player character playerprofiles; and permitting, by the computer system, the display of onlythe determined subset of profile attributes when any identified humanplayer profile or non-player character player profile is accessed. 2.The method of claim 1, wherein identifying one or more human players tobe matched for a gameplay session further comprises: prompting, by thecomputer system, each identified human player to select from among apredetermined set of playable characters having predefined playerprofiles prior to commencement of the gameplay session.
 3. The method ofclaim 1, wherein obtaining one or more non-player characters to fillavailable spots in the gameplay session further comprises: receiving aninput selection of the one or more non-player characters from one of theidentified human players.
 4. The method of claim 1, wherein obtainingone or more non-player characters to fill available spots in thegameplay session further comprises: generating or selecting, by thecomputer system, the one or more non-player characters.
 5. The method ofclaim 1, further comprising: anonymizing, by the computer system, atleast one profile attribute of the determined subset of profileattributes by replacing an attribute value for the at least one profileattribute with a generic attribute value in each of the identified humanplayer profiles and the non-player character player profiles.
 6. Themethod of claim 1, further comprising: limiting, by the computer system,communication between an identified human player and a non-playercharacter to one or more predefined phrases, instructions, or commandsduring the gameplay session.
 7. The method of claim 1, furthercomprising: disabling, by the computer system, an ability of anidentified human player to communicate with a non-player characterduring the gameplay session.
 8. The method of claim 1, furthercomprising: awarding, by the computer system, an identified human playerwith an in-game benefit for an achievement during the gameplay sessionthat is a lesser percentage of what the identified human player wouldhave received for the same achievement had no non-player characters beenutilized during the gameplay session.
 9. The method of claim 1, whereinthe gameplay session comprises a practice or training session.
 10. Asystem for transparently styling non-player characters in a multiplayervideo game to resemble characters controlled by human players, thesystem comprising: one or more physical processors programmed with oneor more computer program instructions which, when executed, cause theone or more physical processors to: identify one or more human playersto be matched for a gameplay session of a multiplayer video game,wherein each human player has a player profile comprising a number ofprofile attributes, wherein the human players are matched by groupingtwo or more players to play together in the gameplay session based on atleast one of each player's profile attributes, game profile information,or match variables, and wherein the gameplay session requires apredetermined number of required players; determine whether thepredetermined number of players required for the gameplay session is metby the identified human players; obtain one or more non-playercharacters to fill available spots in the gameplay session responsive toa determination that the predetermined number of players required forthe gameplay session is not met by the identified human players, whereineach of the one or more non-player characters has a non-player characterplayer profile comprising a number of profile attributes; determine asubset of profile attributes common to the identified human playerprofiles and the non-player character player profiles; and permit thedisplay of only the determined subset of profile attributes when anyidentified human player profile or non-player character player profileis accessed.
 11. The system of claim 10, wherein, to identify one ormore human players to be matched for a gameplay session, the one or moreprocessors are further caused to: prompt each identified human player toselect from among a predetermined set of playable characters havingpredefined player profiles prior to commencement of the gameplaysession.
 12. The system of claim 10, wherein, to obtain one or morenon-player characters to fill available spots in the gameplay session,the one or more processors are further caused to: receive an inputselection of the one or more non-player characters from one of theidentified human players.
 13. The system of claim 10, wherein, to obtainone or more non-player characters to fill available spots in thegameplay session, the one or more processors are further caused to:generate or select the one or more non-player characters.
 14. The systemof claim 10, wherein the one or more processors are further caused to:anonymize at least one profile attribute of the determined subset ofprofile attributes by replacing an attribute value for the at least oneprofile attribute with a generic attribute value in each of theidentified human player profiles and the non-player character playerprofiles.
 15. The system of claim 10, wherein the one or more processorsare further caused to: limit communication between an identified humanplayer and a non-player character to one or more predefined phrases,instructions, or commands during the gameplay session.
 16. The system ofclaim 10, wherein the one or more processors are further caused to:disable an ability of an identified human player to communicate with anon-player character during the gameplay session.
 17. The system ofclaim 10, wherein the one or more processors are further caused to:award an identified human player with an in-game benefit for anachievement during the gameplay session that is a lesser percentage ofwhat the identified human player would have received for the sameachievement had no non-player characters been utilized during thegameplay session.
 18. The system of claim 10, wherein the gameplaysession comprises a practice or training session.
 19. A computer programproduct for transparently styling non-player characters in a multiplayervideo game to resemble characters controlled by human players, thecomputer program product comprising: one or more tangible,non-transitory computer-readable storage devices; program instructions,stored on at least one of the one or more tangible, non-transitorycomputer-readable tangible storage devices that, when executed, cause acomputer to: identify one or more human players to be matched for agameplay session of a multiplayer video game, wherein each human playerhas a player profile comprising a number of profile attributes, whereinthe human players are matched by grouping two or more players to playtogether in the gameplay session based on at least one of each player'sprofile attributes, game profile information, or match variables, andwherein the gameplay session requires a predetermined number of requiredplayers; determine whether the predetermined number of players requiredfor the gameplay session is met by the identified human players; obtainone or more non-player characters to fill available spots in thegameplay session responsive to a determination that the predeterminednumber of players required for the gameplay session is not met by theidentified human players, wherein each of the one or more non-playercharacters has a non-player character player profile comprising a numberof profile attributes; determine a subset of profile attributes commonto the identified human player profiles and the non-player characterplayer profiles; and permit the display of only the determined subset ofprofile attributes when any identified human player profile ornon-player character player profile is accessed.
 20. Acomputer-implemented method of transparently styling non-playercharacters in a multiplayer video game to resemble characters controlledby human players, the method being implemented in a computer systemhaving one or more physical processors programmed with computer programinstructions that, when executed by the one or more physical processors,cause the computer system to perform the method, the method comprising:identifying, by the computer system, one or more human players to bematched for a gameplay session of a multiplayer video game, wherein eachhuman player has a player profile comprising a number of player profileattributes, each player profile attribute having a value, wherein thehuman players are matched by grouping two or more players to playtogether in the gameplay session based on at least one of each player'sprofile attributes, game profile information, or match variables, andwherein the gameplay session requires a predetermined number of requiredplayers; determining, by the computer system, whether the predeterminednumber of players required for the gameplay session is met by theidentified human players; selecting or generating, by the computersystem, one or more non-player characters to fill available spots in thegameplay session responsive to a determination that the predeterminednumber of players required for the gameplay session is not met by theidentified human players, wherein each of the one or more non-playercharacters has a player profile that includes at least every playerprofile attribute shared in common among the identified human players;and controlling, by the computer system, the one or more non-playercharacters during the gameplay session using artificial intelligence,such that gameplay behavior of the one or more non-player characters ismodeled in part on historical performance of human players having valuesfor player profile attributes substantially similar to the values of theplayer profile attributes of the identified human players.